Hey Rioters, I'd love an answer from a lore person OR and Art person, simply because I'm curious from either angle!
We've seen some interesting changes in the lore (not commenting here) and a bit of juggling about what champions are where etc. What I'd like to ask, is why is there so little consistency between new Noxian champions vs old, or has the visual associated with Noxians changed? [...]
Hi guys, I'm one of the art persons you've summoned! I help out a lot on setting Noxian design language, in addition to the many other great writers and artists who pitch in as well. In short, Sharjo hit the nail on the head -- a lot of our older champions had no cohesive design aesthetic and that's why they're all over the place. With that said, even though reds and blacks are a big (BIG) part of the current Noxus design, that's not to say it's the end all be-all of all Noxian colors. We tried to introduce some of the new Noxian shape language and materials in the architecture, or what you can see of it, in the Reborn teaser art. For example, you can sort of make out some of the wall design in the background of Day 2, and the Sion memorial statue is crafted in a Noxian aesthetic. Even the runic magic on Day 4
Sooooo... Sion. We first toyed with the notion of updating him years ago – now that it’s here, we figured we’d talk about what was wrong with old Sion, and how we created the juggernaut that’s currently crushing skulls on PBE.
The Champion Update team’s taking a break from prepping Sion for war so they can host an upcoming Sion Q&A session on 9/30! If you have questions about how we turned the big green Arnie impersonator into a hulking Noxian colossus, come along and ask away!
Patch 4.17’s discussion is focused on champion updates and features the newly-updated Soraka and Viktor! Join MsPudding alongside Riot Scruffy, Riot Scarizard and Riot Seb as they discuss the patch and the Champion Update team’s philosophy!
We’re always on the hunt for feedback that can help us improve future videos, so add in your comments below!
With the first pick in the draft, Noxus selects… Dunkmaster Darius!
No surprise there. 6 feet 5 inches. 266 lbs. 34 ½ inch arms. His signature dunk, the Guillotine, cleaves through defenders – one guy actually died trying to guard him at the scouting combine. He’s the best player in the history of the game and he knows it.
When Dunkmaster Darius hits the court, the entire League is going to stand up and take notice.
Welcome to patch 4.17, THE PATCH OF CHAMPION UPDATES. We don't have a lot of high-level balance tweaks in the mix (small taps for Nidalee, Maokai, Tristana, and Talon), but there are some cool "pump up the unique!" changes for champs who may have been lacking in that category. Much in the vein of promoting more meaningful choices, our hope is that by giving champions like Garen and LeBlanc more uniqueness (like out-of-combat health regeneration or stealthy deception), they'll be able to feel a little more interesting in their roles.
Speaking of meaningful choices, our two new gameplay updates (Viktor and Soraka) are also in 4.17, with both focused on creating a little more unique gameplay for their respective champion. For Soraka - what's it mean to be League's premiere healing / banana throwing champion? Or for Viktor - what, specifically, is a GLORIOUS EVOLUTION!? A lot of questions we can potentially answer in 4.17, so be sure to check out our new champion reveal pages for Soraka and Viktor.
Final note, we're continuing to patch out bits and pieces of the updated Summoner's Rift as we start polishing up on work. Once again, this doesn't mean you'll get to play on the updated Summoner's Rift right now, but just that you won't get hit by a mega-sized patch in the distant future. In anticipation of this, we're also rolling out some updated character textures for older champions so they can still look good when their environments change.
And that's all for now! Remember that the World Championships are happening right now, so head over to the lolesports.com page to keep up!
Some small buffs to Cass's mana, Q's damage scales better with AP, and E's resetting its cooldowns correctly.
We know Cass isn't doing great on the live environment, but we also want to make sure we don't react too quickly as players are learning a champion and then that champion goes on to demolish everyone (*cough* Kassadin *cough*). Still, we can give Cass a little bump as we watch her being picked up. This might be a conversation we'll revisit next patch!
MANA PER LEVEL+50⇒+60
Q - Noxious Blast
ABILITY POWER RATIO0.35⇒0.45
E - Twin Fang
28.6% MORE FIXEDTwin Fang now correctly resets its cooldown to0.7 seconds⇒0.5 seconds, as indicated by the tooltip
Garen's going to be a lean, mean, health recovering machine.
Right now, Garen's identity is centered on his ability to run at people in a threatening way and, since we have a few people who already do that, we decided to give him a more unique strength. These buffs are to really cement Garen as a tanky sword-dude who can shrug off most forms of poke damage - that is, if he can find windows of safety to recover (more reason to hide in that brush!). You might say this gives him more perseverance. You would be correct.
Passive - Perseverance
[NEW] YOUR PUNY WEAPONS ARE USELESSPerseverance is no longer removed by non-epic monsters at level 11 and above
HEALTH REGENERATION0.4% maximum health per second at all levels⇒0.4% / 0.8% / 2.0% maximum health per second at levels 1/11/16
COOLDOWN9 seconds at all levels⇒9/6/4 seconds at levels 1/11/16
A player raised the concern that Heimerdinger (and Karma) had to cast two spells when empowering abilities, thus ever-so-slightly delaying his ability to fight back in high-pressure situations. With this change, Heimer will be able to preemptively use Upgrade while crowd-controlled so he can immediately mash faces when he recovers. This is a repeat of the below context.
R - UPGRADE!!!
[NEW] EVERY SECOND COUNTSUpgrade can now be cast while Heimerdinger is disabled
A player raised the concern that Karma (and Heimerdinger) had to cast two spells when empowering abilities, thus ever-so-slightly delaying her ability to fight back in high-pressure situations. With this change, Karma will be able to preemptively use Mantra while crowd-controlled so she can immediately mash faces when she recovers. This is a repeat of the above context.
Q - Soulflare
EXPLOSIVE DEPARTUREFixed a bug where Soulflare's ground effect would disappear if Karma died
R - Mantra
[NEW] EVERY SECOND COUNTSMantra can now be cast while Karma is disabled
LeBlanc's mirror clone is more deceptive, as it spawns stealthed for a full second alongside LeBlanc, so LB can create more distance from her clone before re-appearing. W has a longer grace period to return. Brushy brushy.
Since we removed LeBlanc's silence in patch 4.10, she hasn't been in the best shape. Rather than buffing her damage (wouldn't that be fun), we're looking for healthier ways to give her some strength, like reinforcing her deceptive gameplay.
Passive - Mirror Image
[NEW] NOW YOU SEE MELeBlanc now creates a mirror imageafter her invisibility ends⇒immediately
[NEW] NOW YOU DON'TLeBlanc and her mirror image remain invisible as long as the other is invisible (breaking the invisibility of one will break the invisibility of the other)
INVISIBILITY DURATION0.5 seconds⇒1 second
W - Distortion
JUKE CITYLeBlanc now has3 seconds⇒4 seconds to snap back to her return pad
Maokai's currently running rampant in top lane, partially due to his ability to trade damage with most of the scrappy dudes he finds up there. Given Maokai's R is already a strong defensive ability in a team fight, we realized it probably shouldn't also have so much damage tied to it.
R - Vengeful Maelstrom
MAXIMUM STORED DAMAGE200/250/300 >> 100/150/200 (base damage remains 100/150/200)
Strut is no longer broken by non-damaging crowd control effects, like Nasus' Wither, Lulu's Whimsy, or... the aura from Frozen Heart (sorry!).
Miss Fortune's Strut was always meant to be broken by damage (and the tooltip says this) but, for some time now, Strut also considered non-damaging forms of crowd control to be valid ways to break (like Nasus' Wither, Lulu's Whimsy or... Frozen Heart's aura (sorry!)). We've fixed that.
Passive - Strut
STEP TOStrut is no longer broken by non-damaging effects
Nidalee's basic attacks do less and she has less attack speed. Takedown scales less with AD and more with AP. Pounce now resets to a reduced cooldown if Nidalee pounces to a Hunted target (rather than swiping a Hunted target).
As a super strong lane bully, Nidalee's able to poke down her opponents fairly quickly before mauling their face as a giant cat. While we think it's cool that Nidalee has access to two completely different builds (AD and AP), it's clear her AD build is a lot stronger, especially since she can put out tons of damage without needing to land a spear / trap. Our goal here is to bring a little parity between the two builds while also, honestly speaking, reducing some of Nidalee's oppressive lane power when building AD.
BASE ATTACK DAMAGE52.5⇒47.5
BASE ATTACK SPEED0.67⇒0.638
Q - Takedown
MINIMUM ATTACK DAMAGE RATIO1.0⇒0.75
MAXIMUM ATTACK DAMAGE RATIO2.5⇒1.875
MINIMUM ABILITY POWER RATIO0.24⇒0.36
MAXIMUM ABILITY POWER RATIO0.60⇒0.90
W - Pounce
[NEW] FLYING CAT PROJECTILESPounce's cooldown now resets to 1.5 seconds if Nidalee pounces to a Hunted target
KITTY RESETSKilling a unit now resets Pounce's cooldown to1.0 seconds⇒1.5 seconds
[NEW] COOLDOWN COUGARAbilities that reduce Pounce's cooldown now work in combination with Nidalee's cooldown reduction stat (so at 40% CDR, a hunted Pounce gets reset to 0.9 seconds rather than 1.5 seconds)
E - Swipe
[REMOVED] SWIPELESSSwipe no longer affects the cooldown of Pounce when used on a Hunted target
Just a small quality-of-life buff where if Rammus uses Powerball to cancel Defensive Ball Curl (or vice versa), he gets 1 second of buffs overlapping instead of immediately cancelling one for the other.
Q - Powerball
OKAYWhile in Powerball, Rammus now cancels the abilityimmediately⇒1 second after Defensive Ball Curl is activated
W - Defensive Ball Curl
OKAYWhile in Defensive Ball Curl, Rammus now cancels the abilityimmediately⇒1 second after Powerball is activated
Talon's E no longer silences, it just applies a high-intensity mini-slow.
Now that other high-burst low-counterplay assassins have been modified in some way (hello LeBlanc), Talon's one of the next dudes to step forward. Our focus with this change is not to entirely nerf Talon (although we realize this is a hit to his laning phase against certain champion matchups), rather, it's to reduce frustration when playing against him. Specifically, Talon's ability to obliterate a target of his choosing in the mid to late game without them having any say in the matter (literally) is a tough ability to balance around - especially as we've targeted other low-counterplay abilities like LeBlanc's Sigil of Silence. As an aside, this does mean that the ability name Cutthroat makes no sense from a thematic perspective, but naming it cut-ankles was less inspiring. We'll look into it.
Q - Noxian Diplomacy
A METAPHOR FOR POLITICSNoxian Diplomacy's animation now plays slightly faster (so it can feel more impactful). Actual gameplay remains unchanged.
E - Cutthroat
[REMOVED] THAT'S SOME BAD AIM, TALONCutthroat no longer silences its target
[NEW] CUT-ANKLESCutthroat now slows targets for 99% for 0.25 seconds (this is enough to sneak in one Mercy-buffed basic attack)
R - Shadow Assault
[NEW] A SHINY ESCAPEShadow Assault now has a particle to indicate that Talon is hasted
As a hyper-scaling markswoman on par with champs like Koggles or Vayne, Tristana needs equivalent weaknesses for her high potential. Up front: this change won't completely address that problem, but we did want to create more opportunities against Tristana in the early to mid game as we examine her power for the future.
While this is a fairly innocuous bugfix for Yasuo, we wanted to take this opportunity to talk about everyone's favorite wind swordsman (to ban). While we think Yasuo's in a good spot in terms of his overarching gameplay and strategic fit, there's a good chance he's just a little strong for what he brings to the table. We're currently examining ways to add more meaningful counterplay against Yasuo but just wanted to let you know we're aware of his power.
Q - Steel Tempest
INNOCUOUS BUGFIXFixed a bug where Steel Tempest's cooldown was slightly too low when using the E-Q combo at high attack speeds
WE NEED MORE TIMEVisual effect size (the rotating hourglasses) has been increased by 50%
Mass Texture Rebalance (Part 1)
Over the next couple patches we're taking a broad pass at the game's older character textures with the goal of improving parity with newer releases and making sure everybody looks at home on the Rift as its style and color palette continue to evolve.
Elixir of Brilliance, Elixir of Fortitude, Ichor of Illumination, and Ichor of Rage
Elixirs and Ichors now intelligently scale up in stats as a character levels up with them on.
Before this patch, Elixirs and Ichors only did one "check" on your level before determining the stats they gave you. If you leveled up with an Elixir or Ichor used, however, they wouldn't intelligently scale up to your new level. We fixed that.
SMART CONSUMABLESStat buffs from Elixirs and Ichors now level up along with the buffed Champion
Dominion currently has a balancing mechanic where the losing team has a shorter respawn timer than the winning team. Unfortunately, this mechanic would come into play immediately after one team took a lead. We've increased that band by a wider margin so that close games don't get so swingy but losing teams still have the potential to make a comeback.
DON'T CALL IT A COMEBACKThe respawn timer handicap now applies only if there is a point difference greater than 50
When we implemented Master Tier, we removed clamping from Diamond 1. One side effect of this has been that players who ride win streaks into Master incur pretty harsh LP penalties if they fall back into Diamond. This new LP loss cap is meant to soften the experience while players strive to enter - and remain in - Master Tier.
[NEW] LP LOSS CAPPlayers who quickly drop back into Diamond 1 after being promoted to Master Tier now retain a minimum of 50 LP
Ranked decay is meant to ensure that only the best active players can hold on to their position through a season. While this makes sense for the most competitive tiers, it just ends up as source of stress for the rest of the ladder. To that end, we've removed decay for silver and gold (bronze was already immune - we fixed a bug where this wasn't the case for promo series).
[NEW] QUALITY OF LIFESilver and Gold players are now immune to decay
BUGFIXFixed a bug where Bronze players who went inactive during a promo series were decaying out of their series
Ranked Duo Queue
Following a brief hiatus last patch due to a bug, we're reactivating the limiter that prevents ranked players from duo queuing with partners more than one tier above or below them.
On 09/25/2014, starting at 01:30 AM PDT, ranked queues will be disabled in preparation for patch 4.17. At 03:00 AM PDT, the servers will be shut down and all games currently in progress will end in a draw and stats will not be recorded. We estimate the battlegrounds will be unavailable for 6 hours.
On 25/09/2014, starting at 03:30 GMT, ranked queues will be disabled in preparation for patch 4.17. At 05:00 GMT, the servers will be shut down and all games currently in progress will end in a draw and stats will not be recorded. We estimate the battlegrounds will be unavailable for 6 hours.
What I have taken from the quote from the dev blog. Everything post-Shurima event will now be canon, and everything pre-Shurima event should be treated as a different universe or a different telling of possible future events? (similar to comic books I guess?)
That's pretty close - what hasn't changed is any of the champions' personalities and the majority of what you know about them, to be honest. If you go through bios that mention the IoW, all you have to do is omit the League part in your brain. They're different canons, and we won't be expanding on the old one.
We normally alter a champion's story during an event or champ rework, so that they feel more cohesive with the new canon. You guys have seen this happen for the past two years or so.
Hopping in here because I feel like I'm being spoken for, and what's being said here isn't accurate.
The Q change is a bug fix. The range change was never intended, and a range change is one of the last things we'd do to change Sona, as range changes are very disruptive.
As to not changing her, there are changes in test. Those changes might not ever reach live, but we're not ignoring the problems. This is still something I'm working on. There is a lot of value to getting to see how you all talk about Sona without me jumping in. I learn a lot from the discussion you have. If I commented on every Sona thread, it's likely that I warp all Sona discussion. I'm working on finding a balance of making sure you all know that we are listening while letting the discussion actually exist without me. Also need to improve communication that Sona isn't forgotten, but that real and healthy changes to her will take significant testing and iteration.
Happy to get the feedback that this needs to get better. I owe it to you all to keep improving here.
The World Championship group stages are underway! We’re celebrating the kickoff of the World Championship by bringing a few skins from championships past out of the vault. The SKT T1, TPA and Championship Thresh skins are in the store now for a limited time.